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Legacy of White Plume Mountain Unofficial Patch

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travus
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Legacy of White Plume Mountain Unofficial Patch

I was enjoying playing LoWPM but was put off by the game breaking bugs. The author, Wyrin, hasn’t been active, so I decided to fix them myself. I must say that I have been very successful. I managed to fix all the crash issues with the Gnoll Caves, Dragotha, and the Drow outpost. Additionally, the issue with Nix convo not firing has been sorted. Cursed items are now working properly. Some formerly inaccessible cave doors are fixed. Convo files that restarted quests or had blank entries are fixed. Convos that caused party members to disappear or walk slowly are fixed. Many script issues are fixed. Quest item checks are fixed. I added a new area for the Merchant, Wyrin. Prior to this new area, you would have to converse with him while on the OL map. This caused some issues with wandering monsters and getting kicked out of the store when changing characters. The new area prevents all of these issues. A lot of minor bugs I have discovered while digging through the files are fixed. There is a more detailed changelog with the download that explains all of the changes I made with each file. 

If anyone has some time, I wouldn't mind a test or two to confirm that this unofficial patch is working as desired. You can download the patch from dropbox here:

https://www.dropbox.com/s/jl1a4zrsylrsfgf/LoWPMup.7z?dl=0

Install instructions are included with the download. Note, this is a patch file for the Legacy of White Plume Mountain mod so you must have it loaded first. You can find the mod here:

https://neverwintervault.org/project/nwn2/module/legacy-white-plume-moun...

Thanks to Wyrin for making Legacy of White Plume Mountain. All the credit goes to him. All I did was fix bugs!

Update: This patch is now live! Get it here:

https://neverwintervault.org/project/nwn2/module/legacy-white-plume-moun...

NWN2 Mod playthroughs    www.youtube.com/user/AhTravesty

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rjshae

That's much appreciated, Travis. I'm sure players will have a more enjoyable experience with the module.

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Quixal

I am very familiar with White Plume Mountain and  the areas with the most problems. Life has gotten busy so I might not get through the trouble areas quickly but I will see if I can test your fixes in the next week or two. I'll head straight for Dead Gnoll's Eye Socket, since that area is so broken on my last playthrough I didn't even dare enter the mines.

Are the crashing issues the result of areas too packed with graphics? I always kinda wondered why the certain areas were so prone to crashing.

Does the vault have "Big Damn Hero" medals to hand out for mod rescue such as this? If not we should...

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travus
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Hehe, medals are unnecessary. Just solving the mystery of the crashes was rewarding enough :)

The area crashes were actually caused by tiles having blank properties for the ceiling, floors and walls. I had to look at every tile to determine which ones were blank. That search took much persistence, to say the least!

Other than that, I have a changelog in the download that details everything else I fixed.  I hope it works right for you!

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GCoyote

Outstanding! Big fan of upgrades myself. 

Currently in the middle of about five other things but I"ll try and get to this in the next couple of weeks.

<p>"Too much ammo is a self correcting problem."</p>

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onceuponthcross

Thank you for this! i had to ditch those areas because of the potential crashes! Now i' m going back to kick Dracolich ass!!

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vevay

Thank you for this !

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Quixal

Hey Travus, I haven't gotten very far but I thought I would pop in to say that I really do like the conversation changes that have certain dialogue only appear one time and that I have checked several spots I remember seeing red floor patches and all seems fine now.

I did notice one thing you may or may not want to bother fixing as it is only very minor. The Bounty Satchel you start with is completely broken since bounty items automatically go into it but cannot be removed or sold directly from the bag. This means carrying the bag effectively removes bounty items from the game.

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travus
travus's picture

I was considering just getting rid of the bounty bag because of the exact thing you mentioned about it. Although, it is possible to sell the bounties from it. To sell bounties from the bounty bag, I had to open the bag while a store was open. Then I simply dragged the bounty item from the bag to the store to sell it. 

I'm glad other things are looking good so far. Thanks very much for testing! I'm looking forward to future updates :)

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Quixal

Honestly, I would say the best and also easiest solution is just to remove the bag. Its not like those trophies can't be put into literally every other kind of bag without the problems. In the past, I have just left the bag in the chest hear the Soubar exit. I also dump keys I don't need in that chest. The obsessive-compulsive part of me makes me leave things like that somewhere I could get them again if I needed them for some reason...

Hopefully in the next day or two I can let you know if Dead Gnolls Eye Socket is in good shape. For now, I can only say that none of your changes has mucked up the first stage of the core quest to retrieve the three stolen weapons. Because I am playing with an eye towards breaking things this time, I did notice that if you refuse to give back all three weapons the main quest will stall and there will be no return to White Plume Mountain itself. That may be as intended, though it seems odd to me that the one would effect the other.

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travus
travus's picture

Great minds think alike! That's exactly what I was doing with that chest in Soubar, too :) The only reason I changed my mind about getting rid of the bag, is that I got tired of putting bounties in other bags. I'd rather they just get put into a bag automatically so I don't have to bother with them. Then I can sell them like I described earlier. I think I'll just leave the bag alone and let the player decide if they want to dump the bag or keep it. It's better to have it, and not need it, than to need it and not have it kind of thing, I guess.

I'm really anxious to hear about the Gnoll Cave (and Dragotha)!

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Lilura

Great work! I've linked to this. Good to see people still giving love to old NWN2 modules. Maybe someone could get around to fixing bugs in SoZ Holiday Expansion Project, too.

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Happycrow

WOW.

I never finished this b/c I was put off by the bugs and general crashiness. Will DL and try out tonight.

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Quixal

I have thoroughly tested Dead Gnoll's Eyesocket, repeatedly going back to earlier saves on each level to test for crashing and corrupted saves. All seems well. I also didn't see any red floor sections. The only problem I noticed is that on the fourth level there is a second way back up to the third that leads to completely self enclosed area. I am guessing there is a non- functioning secret door that leads to the rest of the level.

Turns out I have lots more time than I thought. Just took reinterpretation of how necessary sleep is...

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travus
travus's picture

I know the enclosed area you are referring to. I'm not sure what Wyrin intended for that section. There is a static secret door there. I wonder if he intended for that secret door to open (part of the collapse) after the fight with the Gnoll leader allowing for a faster way out of the mines? It does kind of make sense since there is a rock wall collapse you need to bust through after fighting the leader.  

I'm glad the Gnoll Cave is now fixed, at least!

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Quixal

I had the same thought. A lot of the dungeons in this mod do have quick ways to the overland map once you are at their end and the cavein is the perfect excuse for one appearing.

I am off to test the goblin warg rider caves and the chunk of underdark you can reach from them next. After that I will go for Dragotha. Then the drow settlement in the underdark. Any other areas in need of examination?

Also, I suppose this is more of a personal annoyance rather than a bug but I wondered if you might know a simple solution. I often place a handicap on myself to make things more challenging. This usually takes the form of opting not to craft. In this mod, that choice still leaves me hauling around a bunch of undroppable recipe books I would much rather leave behind than have taking up space. Is there a simple way to ditch non-cursed undroppable items?

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travus
travus's picture

It looks like you have all the major areas cued to check. I hope everything works!

As far as I know, the recipe books can only be removed through some kind of scripting method. The one I would recommend can be done through the console.

First, right click on the character that has the books so he/she is targeted.

Open the console and type:  debugmode 1

Next, type: rs ga_destroy_item(“nx2_recipe_armor”,1,0)

Next, type: rs ga_destroy_item(“nx2_recipe_ enchant”,1,0)

Next, type: rs ga_destroy_item(“nx2_recipe_ alch”,1,0)

Next, type: rs ga_destroy_item(“nx2_recipe_ weapon”,1,0)

Next, type: rs ga_destroy_item(“nx2_recipe_ item”,1,0)

Finally, type: debugmode 0

Exit the console.

 

Edit: You no longer need to do this as the LoWPM debug item now has the capability to do this for you. See post #20 below. 

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Nathan

Great!

Already standing in front of the Gnoll Caverns ;)

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GCoyote

Since you have the scripts, why not put those on an item or in a conversation for other players? 

Still a few things to wrap up before I get time to play this. 

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travus
travus's picture

I added a new convo file for the LoWPM debug item that you start with. You can now use it to remove any recipe books from your party. Just redownload the file from the same link in the original post.

The file name is “conv_wydebug.DLG“ and it’s located in the Campaigns/White Plume Mountain folder.

If you want to use it in a game that you’ve already started, just move the file from the campaign folder into your override folder. Then just activate the item like normal. There will now be a new dialog choice to remove the books. 

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Quixal

The worg warrens and the undermoor have been tested for pathing issues, crashes and red ground. All seems well. Next up will be the drow outpost instead of Dragotha since I realized the extra loot and xp from the drow make Dragotha more surviveable.

Thanks for the quality of life improvement with book removal.

It occurs to me that I will also have to hit the dwarven ruins in the upper right corner to see what changes you made to cursed items. I can't think of any other cursed items other than a gem of weight that is in there somewhere.

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travus
travus's picture

Yep, Dragotha is one of the hardest areas to fight through. Probably a good idea to get yourself a bit stronger before attempting it.

With regard to cursed items, Wyrin the merchant can still remove them. And I think I fixed one of the merchants in the Underdark markets to do it too. 

I'm glad things are running well so far.

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Quixal

The underdark market and drow outpost have been checked. No crashing issues were found despite many reloads to previous saves. The only issue I found is that the pathing around the entrance to the drow outpost is a bit wonky. Nothing serious though. Just takes a while to figure out how to get to enemies seemingly right in front of you and they don't necessarily see you until you are right on them.

The last area to test is Dragotha. Does anyone remember if there is another way to kill him than crushing the phylactery? I remember that being in White Plume somewhere but I would have to go find it.

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travus
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The phylactery dragonheart is in the “Unclaimed” area of the mountain in a Dracolich statue.

Dragotha can still be killed without crushing the heart – she’ll just have a lot more HP if you don’t. Normally, she starts with 388 HP. Crushing the heart reduces that to 200 HP.

She has damage reduction (20/ +2 weapons) and damage reduction (5/ bludgeoning). Additionally, she has an aura of fear, creeping doom, darkness, paralyzing gaze, acid breath, tail sweep and entangle. Of course she can also cast spells as a sorcerer13.

Claws and Bite do adidtional cold damge and cause Hold.

Armor Class 41, Strength 35, Charisma 20, Spell resistance 30. True Seeing.

Immunity to: acid, paralysis, mind affecting, sneak atk, crits, disease, death magic, fear, knockdown, drains, poison. 

Oh, and she’s undead.

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Quixal

My testing is done. Travus, your fixes have all worked out. I had no crashing issues at all. I also at no point spotted any red on the ground. The conversation fixes, while not fixing anything that was broken, made for a better experience. Well done and thank you. I am sure this opens the door to many that might have passed up White Plume Mountain due to some of its problems.

I did notice something due to the recipe book removal. This mod, and I suspect SoZ itself from which the books were taken, checks on load and area transition to make sure you have the books and gives them to you if you do not. So there is no way to get rid of the books. Amusingly, if your inventory is full when the game tries to give you new recipe books, you end up with a giant stack of them on the floor at your feet as it apparently tries to give you new ones several times before giving up.

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travus
travus's picture

@ Quixal. Thanks very much for testing! I’m glad everything worked out. 

I think I fixed the issue with the recipe books respawning after you've removed them. It was caused by the SOZ scripting. A new file (k_mod_ud) has been added to the download in the original post. It's located in the Campaigns/White Plume Mountain folder.  

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Quixal

Thanks again travus. I just tested and the fix works at warding off returning recipe books. Now I have a mental image of malevolent flying books searching for adventurers in the dead of night. Vampiric, gold eating books...

I was happy to do my tiny part in testing the fixes. I hope they lead to many new playthroughs of WPM among the community.

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GCoyote

New game started! So far so good. yes

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travus
travus's picture

@ GCoyote. Great! Thanks for testing!

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Greenman6220
I'll start White Plume Mountain a little later to day. I played the pnp years ago in the World of Greyhawk. Sounds like you have done a fine job on it. :)

Greenman6220

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GCoyote

Thanks for letting me finally get to the bottom of Dragoth's Lair. Much appreciated! yes

Since you are on a clean up mission, I've got a couple more items for you to look into but nothing plot-breaking.

Legacy of White Plume Mountain Update Bugs
 
2018 02 18
 
Potential Bugs
 
1. If you access the Undermoor from the Hark Lair, the transition from the Undermoor directly to the Worg Warrens does not function. It's clickable and shows as an open door/transition but nothing happens when you click on it.
 
2. Kuhlefaran (sp?) Convo: There is no option in the convo for players who have already met Nix.
 
3. Nits (no effect on game play)
- Bugged Item: Clockroach does not work. 
- Bugged Item: Jeweled Dagger (from Cave of Salvatore) Improved Two-Weapon Defense feat does not appear to be working in-game.
- Worm Head Fortress, slave cell area, Tool Rack, several items in this container are missing textures.
 
Overall, great work. Maybe we should start an orphaned module adoption club. wink
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travus
travus's picture

@ Greenman6220 - Thanks. I'm looking forward to any feedback from you.

@ GCoyote - Thanks for finding more bugs. I have fixed all of the issues you noted. The patch file has been updated and can be downloaded from the same link in the original post. 

1. The cave transition from Undermoor to the Warrens had a bad link tag. Fixed. New files -  wpm_undermoor.ARE/GIC/GIT.

2. Added new nodes to Kuhlefaran’s convo in case the party has already talked to Nix. Made some other nodes ‘once per game’. New file - kuhlefaran.DLG.

3a. The Collapsable Clockroach was not working because some necessary files from SOZ were missing from the mod. The missing files are now added to the patch. New files - nx2_c_clockroachpet.UTC and nx_s3_clockroach_item.NSS/NCS.

3b. The Jeweled Dagger was not providing the benefits of Improved Two Weapon Defense because the prerequisite feat, Two Weapon Defense, is also required. Added the feat to the dagger; it now works as intended. New files -  i_wpm_dag_jewel_aq.NSS/NCS and wpm_dag_jewel.UTI.

3c. Added icons to all of the items in the Tool Racks. New files - serpent_ptrfdh.ARE/GIC/GIT.  

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Grog

This is great work, travus - thank you for doing it.

I only just deinstalled WPM to save on disk space, but I'll definitely pick this back up when I get a chance!

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travus
travus's picture

Since this forum is migrating to the new forum, please post any new updates there:

https://forum.neverwintervault.org/t/legacy-of-white-plume-mountain-unof...

 

 

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